/**决策配置，全局的事件，或者不同类型的房间的事件*/

// 房间类型   1 主房 2.跳板房 3.外矿房 4.冲级房 5.过道房 6.中央9房
export const DecisionConfig:Record<string,TEventTypes[]>=
{
   [Game.shard.name]:["AddRoomEvent","AddMineRoom","AddHallwayRoom","LostRoomEvent","ResourceBlance","FactoryProduce",'Distribute'],
   1:["KeepEvent","LevelUp","EnengyCapacityUp","RepairEvent","BuildComplete","BuildItemComplete","PlaceSite","FillAnyStore","BuildEvent","ReserveEvent","DefendEvent","Tick","PowerEvent","RepairRampartEvent","DefendCenterRoom","PauseEvent","Harvest","HealCreep",'HarvestDepo',"HarvestPower","Observe","HarvestPower"],
   2:[],
   3:["PlaceSite","RepairEvent","BuildEvent","ReserveEvent","DefendEvent","DefendMineRoom","PauseEvent"],
   4:[],
   5:[],
   6:["DefendCenterRoom","BuildEvent","RepairEvent","PauseEvent","Harvest"],
}